2009 Play Test Game

This page contains rules specific to the 2009 Playtest Campaign, which other DMs may or may not use, etc. Campaign specific info like PC journals and info, adventure notes, etc, will appear here as well.

Click on the following link for answers to Frequently Asked Questions.

Gaming Session IX: November 14th & 15th, 2009


Game Playtest Weekend - at Jae's apartment.

Saturday, November 14th, 2009

  • 10:30am - 11:00am: arrive, socialize, group clearing convo.
  • 11:00am - 3:00am: Session IX - "Rallying The Masses"


Sunday, November 15th, 2009

  • 11:00am - 11:30am: arrive, socialize, group clearing convo.
  • 11:30am - 4:00pm: session completion, wrap-up, etc.


Previous Games:

Session I - "The Adventure Begins: A Dark & Stormy Knight" (Feb 28th & Mar 1st, 2009)

Session II - "Rumors In Rudik's Pass: The Servant Of Gruumsh" (Mar 28th & 29th, 2009)

Session III - "On Military Contract - Part One: Brigands Over Bridgekeep" (Apr 24th thru 26th, 2009)

Session IV - "On Military Contract - Part Two: Storm The Keep!!!" (May 16th & 17th, 2009)

Session V - "Battle At The Ravannese Blockade: Meeting With Destiny" (June 13th & 14th, 2009)

Session VI - "Ortimus, Darkness & Dread: Part One" (July 11th & 12th, 2009)

Session VII - "Ortimus, Darkness & Dread: Part Two" (Sept 26th & 27th, 2009)

Session VIII - "Into The Wizard's Crypt" (Oct 17th & 18th, 2009)

Characters & Campaign Rules


Click this link for the Play Test Game's Character Creation Guidelines.

Starring Cast:


Supporting Cast / Off Camera:


Variant Dice Rules:

  • If you score a critical threat, and then another critical threat on your confirmation roll, then roll a 3rd time. If that 2nd critical threat converts, draw a card from the Critical Hit Deck and apply those effects in addition to the standard critical damage for your attack. If we don't have the Critical Hit Deck handy, then the damage multiplier is increased by 1 instead.
  • 1's are still auto-failure for combat, though you roll to confirm fumble in that case: if the 2nd roll is a miss, you fumble (drop weapon or fall on the ground, circumstance depending).
  • Normally, fumbling does not end your actions for the round, so if you're using the Full Attack action and you fumble on one of your attacks, you still get to take your other ones (you just might be weaponless or prone at that point).
  • If you roll a fumble threat, and then roll a second 1 on your confirmation check, then roll a 3rd time. If that 2nd fumble threat converts (i.e. you rolled a "miss"), end all your actions for the round, and draw a card from the Critical Fumble Deck. If we don't have the Critical Fumble Deck handy, then you drop your weapon -and- fall prone -and- end all your actions for the round, and if either dropping your weapon or falling prone aren't possible in your case the DM assigns comparable penalties for those things instead.


Details for experience rewards (REVISED 10/21/09):

You get 100 XP for showing up at the session on time for the clearing conversation (generally 10 mins before play.) On a typical weekend, that means up to 200 XP.

This is a quest-based RPG experience, so the XP award potential is entirely quest-based. What this means is the number / value of the Quests you do determines the possible XP rewards. Typically, 2/3rds of the Quest XP is awarded based on your participation, and 1/3rd for successful completion of the quest.

All other XP rewards are bonuses based on a percentage of what's available from the Quests you're doing, up to 50% extra, as follows:

  • up to 10% for Excellent RP (in game) (consistent/congruent RP, supporting suspension of disbelief or otherwise supporting immersion, speaking in character voice, etc)
  • up to 10% for Excellent RP (out of game) (journals & interludes, writing a re-cap, etc; XP rewards for these sorts of things is given out with the following session's in game stuff).
  • up to 10% for Forwarding The Plot (being proactive about getting/keeping the story moving, especially in a group fashion. Being a team player at the metagame level, even if your character's RP is at odds with other PCs. Facilitating the group's progress along the campaign plotline, etc).
  • up to 10% for Exceptional Stuff such as extra heroic (or villainous, if appropriate) deeds, extraordinary in-game ingenuity or RP, extraordinary out of game RP, above-and-beyond forwarding of plot (esp. if the game is badly bogged down) or otherwise contributing to making the game phenomenal.
  • …notice there's 0% allocated for killing monsters, acquiring treasure, or other "hack-and-slash" play. You also don't get any bonus XP for social RP that doesn't support the story at a group level, or generally detracts from game-play.

NOTE: If you are not playing in a session but your character is NPC'd, you can still earn normal Quest XP, however, the only bonus award you can generally qualify for is Excellent RP (out of game). If you don't wish to be NPC'd, you can choose to have your character be off on some side adventure that you write about offline, which means you are only eligible for the Excellent RP (out of game) award and maybe the Exceptional Stuff if it's a lot of compelling fiction.

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